public void Fetch(string[] commandStrings) { // vérifier la chronologie des infos commandStrings #region commencement du combat en mode initialisation "préparation" if (MMORPG.Battle.state == Enums.battleState.state.idle) { // cmd[8] dois correspondre a BattleType selon la cmd, mais ici ca coincide avec BattleState ?!! string[] playersData = commandStrings[1].Split('|'); string[] startPositions = commandStrings[2].Split('|'); MMORPG.Battle.TimeLeftLabel.tag = commandStrings[3]; // cmd[4] = max timeleft MMORPG.Battle.BattleType = commandStrings[4]; // il faut changer BattleTypede string à Enum Enums.battleState.state battleState = (Enums.battleState.state)Enum.Parse(typeof(Enums.battleState.state), commandStrings[4]); List <string> sideA = commandStrings[5].Split('#').ToList(); List <string> sideB = commandStrings[6].Split('#').ToList(); // il reste 3 autres variable que le client ne prend pas en charge a voir pourquoi MMORPG.Battle.state = battleState; // il y a 2 affectation a ce variable MMORPG.Battle.state ici et dans la ligne 781, a verifier si cette valeur change lors du passage entre ces 2 lignes //StartDuelBattleResponseMessage //pseudo#classe#level#village#MaskColors#TotalPdv#CurrentPdv#rang|pseudo#classe#level#village //#MaskColors#TotalPdv#CurrentPdv#rang //ValidePos //waitTime //BattleType //sideA(p1t1#position1t1X,position1t1Y) //sideB(p1t2#position1t2X,position1t2Y) //pos du sideA comme 10/5#15/5 //pos du sideB comme 10/5#15/5#13/3 séparés par # // effacement du menu tamisé // effacer le menu de demande de défie SI le menu vraiment affiché, au cas ou un défie est lancé avec un PNJ, il ya pas de menu tamisé vus qu'on attend pas que le joueur accepte ou pas if (CommonCode.annulerChallengeMeDlg != null) { CommonCode.annulerChallengeMeDlg.visible = false; Manager.manager.GfxTopList.Remove(CommonCode.annulerChallengeMeDlg); // supression du case a coché if (Manager.manager.mainForm.Controls.Find("ignorerCB", false).Count() != 0) { Manager.manager.mainForm.Controls.Find("ignorerCB", false)[0].Visible = false; Manager.manager.mainForm.Controls.Find("ignorerCB", false)[0] = null; Manager.manager.mainForm.Controls.Remove(Manager.manager.mainForm.Controls.Find("ignorerCB", false)[0]); } CommonCode.annulerChallengeMeDlg.Child.Clear(); CommonCode.annulerChallengeMeDlg = null; } else if (CommonCode.annulerChallengeHimDlg != null) { // effacement du rec parent de la liste graphics CommonCode.annulerChallengeHimDlg.visible = false; Manager.manager.GfxTopList.Remove(CommonCode.annulerChallengeHimDlg); CommonCode.annulerChallengeHimDlg.Child.Clear(); CommonCode.annulerChallengeHimDlg = null; } // supression des joueurs present dans le map List <Bmp> allPlayersExceptChallenged = CommonCode.AllActorsInMap.FindAll(f => (f.tag as Actor).pseudo != CommonCode.ChallengeTo && (f.tag as Actor).pseudo != CommonCode.MyPlayerInfo.instance.pseudo); for (int cnt = allPlayersExceptChallenged.Count; cnt > 0; cnt--) { allPlayersExceptChallenged[cnt - 1].visible = false; CommonCode.AllActorsInMap.Remove(allPlayersExceptChallenged[cnt - 1]); allPlayersExceptChallenged.RemoveAt(cnt - 1); } CommonCode.annulerChallengeHimDlg = null; CommonCode.annulerChallengeMeDlg = null; CommonCode.ChallengeTo = ""; // initialisation du combat // affichage des joueurs //pseudo#classe#level#village#MaskColors#TotalPdv#CurrentPdv#rang#initiative#doton#katon //#futon#raiton#siuton#usingDoton#usingKaton#usingFuton#usingRaiton#usingSuiton#equipedDoton#equipedKaton //#equipedFuton#equipedRaiton#suitonEquiped#pc#pm#pe#cd#invoc#resiDoton#resiKaton //#resiFuton#resiRaiton#resiSuiton#esquivePC#esquivePM#esquivePE#esquiveCD#retraitCD#retraitPM#retraitPE //#retraitCD#evasion#blocage // | séparateur entre les teams, / séparateur entre les membres d'une meme team ////////////// Team A //////////////////////////// for (int cnt = 0; cnt < playersData[0].Split(':').Count(); cnt++) { string[] states = playersData[0].Split(':'); /////////// dispatch states string actorName = states[0]; Enums.ActorClass.ClassName className = (Enums.ActorClass.ClassName)Enum.Parse(typeof(Enums.ActorClass.ClassName), states[1]); int level = int.Parse(states[2]); Enums.HiddenVillage.Names hiddenVillage = (Enums.HiddenVillage.Names)Enum.Parse(typeof(Enums.HiddenVillage.Names), states[3]); string maskColorsString = states[4]; string[] maskColors = states[4].Split('/'); int maxHealth = int.Parse(states[5]); int currentHealth = int.Parse(states[6]); Enums.Rang.official officialRang = (Enums.Rang.official)Enum.Parse(typeof(Enums.Rang.official), states[7]); int initiative = int.Parse(states[8]); int doton = int.Parse(states[9]); int katon = int.Parse(states[10]); int futon = int.Parse(states[11]); int raiton = int.Parse(states[12]); int suiton = int.Parse(states[13]); int usingDoton = int.Parse(states[14]); int usingKaton = int.Parse(states[15]); int usingFuton = int.Parse(states[16]); int usingRaiton = int.Parse(states[17]); int usingSuiton = int.Parse(states[18]); int equipedDoton = int.Parse(states[19]); int equipedKaton = int.Parse(states[20]); int equipedFuton = int.Parse(states[21]); int equipedRaiton = int.Parse(states[22]); int equipedSuiton = int.Parse(states[23]); int originalPc = int.Parse(states[24]); int originalPm = int.Parse(states[25]); int pe = int.Parse(states[26]); int cd = int.Parse(states[27]); int summons = int.Parse(states[28]); int resiDotonPercent = int.Parse(states[29]); int resiKatonPercent = int.Parse(states[30]); int resiFutonPercent = int.Parse(states[31]); int resiRaitonPercent = int.Parse(states[32]); int resiSuitonPercent = int.Parse(states[33]); int dodgePc = int.Parse(states[34]); int dodgePm = int.Parse(states[35]); int dodgePe = int.Parse(states[36]); int dodgeCd = int.Parse(states[37]); int removePc = int.Parse(states[38]); int removePm = int.Parse(states[39]); int removePe = int.Parse(states[40]); int removeCd = int.Parse(states[41]); int escape = int.Parse(states[42]); int blocage = int.Parse(states[43]); Enums.Species.Name species = (Enums.Species.Name)Enum.Parse(typeof(Enums.Species.Name), states[44]); int orientation = int.Parse(states[45]); ////////////////////////////////////////////////////////// Actor pit1 = new Actor(); pit1.teamSide = Enums.Team.Side.A; pit1.pseudo = actorName; pit1.className = className; pit1.level = level; pit1.hiddenVillage = hiddenVillage; pit1.maskColorString = maskColorsString; pit1.maxHealth = maxHealth; pit1.currentHealth = currentHealth; pit1.officialRang = officialRang; pit1.initiative = initiative; pit1.doton = doton; pit1.katon = futon; pit1.futon = futon; pit1.raiton = raiton; pit1.suiton = suiton; pit1.usingDoton = usingDoton; pit1.usingFuton = usingFuton; pit1.usingKaton = usingKaton; pit1.usingRaiton = usingRaiton; pit1.usingSuiton = usingSuiton; pit1.equipedDoton = equipedDoton; pit1.equipedKaton = equipedKaton; pit1.equipedFuton = equipedFuton; pit1.equipedRaiton = equipedRaiton; pit1.equipedSuiton = equipedSuiton; pit1.originalPc = originalPc; pit1.originalPm = originalPm; pit1.pe = pe; pit1.cd = cd; pit1.summons = summons; pit1.resiDotonPercent = resiDotonPercent; pit1.resiKatonPercent = resiKatonPercent; pit1.resiFutonPercent = resiFutonPercent; pit1.resiRaitonPercent = resiRaitonPercent; pit1.resiSuitonPercent = resiSuitonPercent; pit1.dodgePc = dodgePc; pit1.dodgePm = dodgePm; pit1.dodgePe = dodgePe; pit1.dodgeCd = dodgeCd; pit1.removePc = removePc; pit1.removePm = removePm; pit1.removePe = removePe; pit1.removeCd = removeCd; pit1.escape = escape; pit1.blocage = blocage; pit1.species = species; pit1.directionLook = orientation; // si le joueur n'est pas humain comme PNJ, alors il faut créer à nouveau l'image ou dupliquer celle déja présante sur la map, ou meme utiliser celle sur la map if (pit1.species != Enums.Species.Name.Human) { // le joueur étant déja supprimé de la liste common1.AllPlayers lors du nétoyage de l'ecran pour le combat, il faut recréer le pointeur, cad l'ajouter a la liste // j'ai intentionnelement laissé le joueur se supprimer au lieu de faire une exeption pour garder un code uniforme et qui dépand pas des situations, donc vaux mieux recréer le pointeur Bmp __pnj = new Bmp(@"gfx\general\classes\" + pit1.className + ".dat", Point.Empty, "__pnj", Manager.TypeGfx.Obj, true, 1, SpriteSheet.GetSpriteSheet(pit1.className.ToString(), 0)); __pnj.MouseMove += CommonCode.CursorHand_MouseMove; __pnj.MouseOver += CommonCode.ibPlayers_MouseOver; __pnj.MouseOut += CommonCode.ibPlayers_MouseOut; __pnj.tag = pit1; CommonCode.AllActorsInMap.Add(__pnj); CommonCode.VerticalSyncZindex(__pnj); Manager.manager.GfxObjList.Add(__pnj); } else if (pit1.species == Enums.Species.Name.Summon) { // le joueur étant déja supprimé de la liste common1.AllPlayers lors du nétoyage de l'ecran pour le combat, il faut recréer le pointeur, cad l'ajouter a la liste // j'ai intentionnelement laissé le joueur se supprimer au lieu de faire une exeption pour garder un code uniforme et qui dépand pas des situations, donc vaux mieux recréer le pointeur Bmp __invok = new Bmp(@"gfx\general\classes\" + pit1.className + ".dat", Point.Empty, "__pnj", Manager.TypeGfx.Obj, true, 1, SpriteSheet.GetSpriteSheet(pit1.className.ToString(), 0)); __invok.MouseMove += CommonCode.CursorHand_MouseMove; __invok.MouseOver += CommonCode.ibPlayers_MouseOver; __invok.MouseOut += CommonCode.ibPlayers_MouseOut; __invok.tag = pit1; CommonCode.AllActorsInMap.Add(__invok); CommonCode.VerticalSyncZindex(__invok); Manager.manager.GfxObjList.Add(__invok); } pit1.ibPlayer = CommonCode.AllActorsInMap.Find(f => (f.tag as Actor).pseudo == pit1.pseudo); (pit1.ibPlayer.tag as Actor).directionLook = pit1.directionLook; CommonCode.AdjustPositionAndDirection(pit1.ibPlayer, pit1.ibPlayer.point); // remet le joueur bien aligné sur la grille et lui applique un mask de couleur MMORPG.Battle.SideA.Add(pit1); } ///////////////////// Team B /////////////////////////////////// for (int cnt = 0; cnt < playersData[1].Split(':').Count(); cnt++) { string[] states = playersData[1].Split(':'); /////////// dispatch states string actorName = states[0]; Enums.ActorClass.ClassName className = (Enums.ActorClass.ClassName)Enum.Parse(typeof(Enums.ActorClass.ClassName), states[1]); int level = int.Parse(states[2]); Enums.HiddenVillage.Names hiddenVillage = (Enums.HiddenVillage.Names)Enum.Parse(typeof(Enums.HiddenVillage.Names), states[3]); string maskColorsString = states[4]; string[] maskColors = states[4].Split('/'); int maxHealth = int.Parse(states[5]); int currentHealth = int.Parse(states[6]); Enums.Rang.official officialRang = (Enums.Rang.official)Enum.Parse(typeof(Enums.Rang.official), states[7]); int initiative = int.Parse(states[8]); int doton = int.Parse(states[9]); int katon = int.Parse(states[10]); int futon = int.Parse(states[11]); int raiton = int.Parse(states[12]); int suiton = int.Parse(states[13]); int usingDoton = int.Parse(states[14]); int usingKaton = int.Parse(states[15]); int usingFuton = int.Parse(states[16]); int usingRaiton = int.Parse(states[17]); int usingSuiton = int.Parse(states[18]); int equipedDoton = int.Parse(states[19]); int equipedKaton = int.Parse(states[20]); int equipedFuton = int.Parse(states[21]); int equipedRaiton = int.Parse(states[22]); int equipedSuiton = int.Parse(states[23]); int originalPc = int.Parse(states[24]); int originalPm = int.Parse(states[25]); int pe = int.Parse(states[26]); int cd = int.Parse(states[27]); int summons = int.Parse(states[28]); int resiDotonPercent = int.Parse(states[29]); int resiKatonPercent = int.Parse(states[30]); int resiFutonPercent = int.Parse(states[31]); int resiRaitonPercent = int.Parse(states[32]); int resiSuitonPercent = int.Parse(states[33]); int dodgePc = int.Parse(states[34]); int dodgePm = int.Parse(states[35]); int dodgePe = int.Parse(states[36]); int dodgeCd = int.Parse(states[37]); int removePc = int.Parse(states[38]); int removePm = int.Parse(states[39]); int removePe = int.Parse(states[40]); int removeCd = int.Parse(states[41]); int escape = int.Parse(states[42]); int blocage = int.Parse(states[43]); Enums.Species.Name species = (Enums.Species.Name)Enum.Parse(typeof(Enums.Species.Name), states[44]); int orientation = int.Parse(states[45]); ////////////////////////////////////////////////////// Actor pit2 = new Actor(); pit2.teamSide = Enums.Team.Side.A; pit2.pseudo = actorName; pit2.className = className; pit2.level = level; pit2.hiddenVillage = hiddenVillage; pit2.maskColorString = maskColorsString; pit2.maxHealth = maxHealth; pit2.currentHealth = currentHealth; pit2.officialRang = officialRang; pit2.initiative = initiative; pit2.doton = doton; pit2.katon = futon; pit2.futon = futon; pit2.raiton = raiton; pit2.suiton = suiton; pit2.usingDoton = usingDoton; pit2.usingFuton = usingFuton; pit2.usingKaton = usingKaton; pit2.usingRaiton = usingRaiton; pit2.usingSuiton = usingSuiton; pit2.equipedDoton = equipedDoton; pit2.equipedKaton = equipedKaton; pit2.equipedFuton = equipedFuton; pit2.equipedRaiton = equipedRaiton; pit2.equipedSuiton = equipedSuiton; pit2.originalPc = originalPc; pit2.originalPm = originalPm; pit2.pe = pe; pit2.cd = cd; pit2.summons = summons; pit2.resiDotonPercent = resiDotonPercent; pit2.resiKatonPercent = resiKatonPercent; pit2.resiFutonPercent = resiFutonPercent; pit2.resiRaitonPercent = resiRaitonPercent; pit2.resiSuitonPercent = resiSuitonPercent; pit2.dodgePc = dodgePc; pit2.dodgePm = dodgePm; pit2.dodgePe = dodgePe; pit2.dodgeCd = dodgeCd; pit2.removePc = removePc; pit2.removePm = removePm; pit2.removePe = removePe; pit2.removeCd = removeCd; pit2.escape = escape; pit2.blocage = blocage; pit2.species = species; pit2.directionLook = orientation; // si le joueur n'est humain comme PNJ, alors il faut créer à nouveau l'image ou dupliquer celle déja présante sur la map, ou meme utiliser celle sur la map if (pit2.species == Enums.Species.Name.Pnj) { // le joueur étant déja supprimé de la liste common1.AllPlayers lors du nétoyage de l'ecran pour le combat, il faut recréer le pointeur, cad l'ajouter a la liste // j'ai intentionnelement laissé le joueur se supprimer au lieu de faire une exeption pour garder un code uniforme et qui dépand pas des situations, donc vaux mieux recréer le pointeur Bmp __pnj = new Bmp(@"gfx\general\classes\" + pit2.className + ".dat", Point.Empty, "__pnj", Manager.TypeGfx.Obj, true, 1, SpriteSheet.GetSpriteSheet(pit2.className.ToString(), 0)); __pnj.MouseMove += CommonCode.CursorHand_MouseMove; __pnj.MouseOver += CommonCode.ibPlayers_MouseOver; __pnj.MouseOut += CommonCode.ibPlayers_MouseOut; __pnj.tag = pit2; CommonCode.AllActorsInMap.Add(__pnj); CommonCode.VerticalSyncZindex(__pnj); Manager.manager.GfxObjList.Add(__pnj); } else if (pit2.species == Enums.Species.Name.Summon) { // le joueur étant déja supprimé de la liste common1.AllPlayers lors du nétoyage de l'ecran pour le combat, il faut recréer le pointeur, cad l'ajouter a la liste // j'ai intentionnelement laissé le joueur se supprimer au lieu de faire une exeption pour garder un code uniforme et qui dépand pas des situations, donc vaux mieux recréer le pointeur Bmp __invok = new Bmp(@"gfx\general\classes\" + pit2.className + ".dat", Point.Empty, "__pnj", Manager.TypeGfx.Obj, true, 1, SpriteSheet.GetSpriteSheet(pit2.className.ToString(), 0)); __invok.MouseMove += CommonCode.CursorHand_MouseMove; __invok.MouseOver += CommonCode.ibPlayers_MouseOver; __invok.MouseOut += CommonCode.ibPlayers_MouseOut; __invok.tag = pit2; CommonCode.AllActorsInMap.Add(__invok); CommonCode.VerticalSyncZindex(__invok); Manager.manager.GfxObjList.Add(__invok); } pit2.ibPlayer = CommonCode.AllActorsInMap.Find(f => (f.tag as Actor).pseudo == pit2.pseudo); (pit2.ibPlayer.tag as Actor).directionLook = pit2.directionLook; CommonCode.AdjustPositionAndDirection(pit2.ibPlayer, pit2.ibPlayer.point); MMORPG.Battle.SideB.Add(pit2); } /////////////////////////////////////////////////////////////////// // affichage des positions valide pour les 2 teams string[] dataT1 = startPositions[0].Split('#'); for (int cnt1 = 0; cnt1 < dataT1.Count(); cnt1++) { string[] data1 = dataT1[cnt1].Split('/'); MMORPG.Battle.ValidePosT1.Add(new Point(Convert.ToInt16(data1[0]) * 30, Convert.ToInt16(data1[1]) * 30)); } string[] dataT2 = startPositions[1].Split('#'); for (int cnt1 = 0; cnt1 < dataT2.Count(); cnt1++) { string[] data1 = dataT2[cnt1].Split('/'); MMORPG.Battle.ValidePosT2.Add(new Point(Convert.ToInt16(data1[0]) * 30, Convert.ToInt16(data1[1]) * 30)); } // dessin des positions valides dans le map MMORPG.Battle.DrawBattleValidePos(); // image du chronometre timeout Bmp Chrono_TimeOut = new Bmp(@"gfx\general\obj\1\all1.dat", new Point(ScreenManager.WindowWidth - 100, 50), "Chrono_TimeOut", Manager.TypeGfx.Top, true, 1, SpriteSheet.GetSpriteSheet("_Main_option", 23)); Manager.manager.GfxTopList.Add(Chrono_TimeOut); //timer de temps restant MMORPG.Battle.TimeLeftLabel.zindex = Chrono_TimeOut.zindex + 1; Manager.manager.GfxTopList.Add(MMORPG.Battle.TimeLeftLabel); //lancement du thread du la barre de progression du timeleft Thread timeLeftT = new Thread(new ThreadStart(CommonCode.timeLeftForBattle)); timeLeftT.Start(); for (int cnt = 0; cnt < sideA.Count; cnt++) { Bmp bmp = CommonCode.AllActorsInMap.Find(f => (f.tag as Actor).pseudo == sideA[cnt].Split('|')[0]); Point p = new Point(Convert.ToInt16(sideA[cnt].Split('|')[1].Split('/')[0]), Convert.ToInt16(sideA[cnt].Split('|')[1].Split('/')[1])); bmp.point = new Point((p.X * 30) + 15 - (bmp.rectangle.Width / 2), (p.Y * 30) + 15 - bmp.rectangle.Height); CommonCode.ApplyMaskColorToClasse(bmp); (bmp.tag as Actor).realPosition = p; Actor piib = MMORPG.Battle.SideA.Find(f => f.pseudo == sideA[cnt].Split('|')[0]); piib.realPosition = p; CommonCode.VerticalSyncZindex(bmp); } for (int cnt = 0; cnt < sideB.Count; cnt++) { Bmp bmp = CommonCode.AllActorsInMap.Find(f => (f.tag as Actor).pseudo == sideB[cnt].Split('|')[0]); Point p = new Point(Convert.ToInt16(sideB[cnt].Split('|')[1].Split('/')[0]), Convert.ToInt16(sideB[cnt].Split('|')[1].Split('/')[1])); bmp.point = new Point((p.X * 30) + 15 - (bmp.rectangle.Width / 2), (p.Y * 30) + 15 - bmp.rectangle.Height); CommonCode.ApplyMaskColorToClasse(bmp); (bmp.tag as Actor).realPosition = p; Actor piib = MMORPG.Battle.SideB.Find(f => f.pseudo == sideB[cnt].Split('|')[0]); piib.realPosition = p; CommonCode.VerticalSyncZindex(bmp); } MMORPG.Battle.state = battleState; // il faut ajouter les 2 bouton, pour quiter le combat et pour valider sa position HudHandle._passer_La_Main_btn = new Bmp(@"gfx\general\obj\1\all1.dat", new Point(HudHandle.ChatTextBox.Location.X + HudHandle.ChatTextBox.Width + 50, 578), "_passer_La_Main_btn", Manager.TypeGfx.Top, true, 1, SpriteSheet.GetSpriteSheet("_Main_option", 25)); HudHandle._passer_La_Main_btn.point = new Point(HudHandle.HealthBarRec1.point.X - HudHandle._passer_La_Main_btn.rectangle.Size.Width - 10, ScreenManager.WindowHeight - HudHandle._passer_La_Main_btn.rectangle.Height - 3); HudHandle._passer_La_Main_btn.EscapeGfxWhileMouseMove = true; HudHandle._passer_La_Main_btn.EscapeGfxWhileMouseClic = true; HudHandle._passer_La_Main_btn.MouseMove += CommonCode.CursorHand_MouseMove; HudHandle._passer_La_Main_btn.MouseOut += CommonCode.CursorDefault_MouseOut; HudHandle._passer_La_Main_btn.MouseClic += _passer_La_Main_btn_MouseClic; Manager.manager.GfxTopList.Add(HudHandle._passer_La_Main_btn); // label pour passer la main Txt _passer_La_Main_Lbl = new Txt(CommonCode.TranslateText(110), new Point(0, 2), "_passer_La_Main_Lbl", Manager.TypeGfx.Top, true, new Font("verdana", 9), Brushes.Yellow); _passer_La_Main_Lbl.point.X = 5 + (HudHandle._passer_La_Main_btn.rectangle.Width - TextRenderer.MeasureText(_passer_La_Main_Lbl.Text, _passer_La_Main_Lbl.font).Width) / 2; HudHandle._passer_La_Main_btn.Child.Add(_passer_La_Main_Lbl); // bouton pour quiter le combat HudHandle._quiter_le_combat = new Bmp(@"gfx\general\obj\1\all1.dat", new Point(HudHandle.ChatTextBox.Location.X + HudHandle.ChatTextBox.Width + 30, 580), "_quiter_le_combat", Manager.TypeGfx.Top, true, 1, SpriteSheet.GetSpriteSheet("_Main_option", 26)); HudHandle._quiter_le_combat.point = new Point(HudHandle._passer_La_Main_btn.point.X - HudHandle._quiter_le_combat.rectangle.Width + 5, ScreenManager.WindowHeight - HudHandle._quiter_le_combat.rectangle.Height - 3); HudHandle._quiter_le_combat.MouseMove += CommonCode.CursorHand_MouseMove; HudHandle._quiter_le_combat.MouseOut += CommonCode.CursorDefault_MouseOut; HudHandle._quiter_le_combat.MouseClic += _quiter_le_combat_MouseClic; Manager.manager.GfxTopList.Add(HudHandle._quiter_le_combat); } #endregion }
public void Fetch(string[] commandStrings) { /*SelectActorGrantedResponseMessage• * string buffer = actor.Pseudo + "#" + actor.ClasseName + "#" + actor.Spirit + "#" + * actor.SpiritLvl.ToString() + "#" + actor.Pvp.ToString() + "#" + actor.village + "#" + actor.MaskColors + "#" + * actor.Orientation.ToString() + "#" + actor.Level.ToString() + "#" + actor.map + "#" + actor.rang.ToString() + * "#" + actor.currentHealth.ToString() + "#" + actor.totalHealth.ToString() + "#" + actor.xp.ToString() + * "#" + totalXp + "#" + actor.doton.ToString() + "#" + actor.katon.ToString() + "#" + * actor.futon.ToString() + "#" + actor.raiton.ToString() + "#" + actor.suiton.ToString() + "#" + * MainClass.chakralvl2 + "#" + MainClass.chakralvl3 + "#" + MainClass.chakralvl4 + "#" + * MainClass.chakralvl5 + "#" + MainClass.chakralvl6 + "#" + actor.usingDoton.ToString() + "#" + * actor.usingKaton.ToString() + "#" + actor.usingFuton.ToString() + "#" + actor.usingRaiton.ToString() + * "#" + actor.usingSuiton.ToString() + "#" + actor.equipedDoton.ToString() + "#" + * actor.equipedKaton.ToString() + "#" + actor.equipedFuton.ToString() + "#" + * actor.equipedRaiton.ToString() + "#" + actor.suitonEquiped.ToString() + "#" + * actor.original_Pc.ToString() + "#" + actor.original_Pm.ToString() + "#" + actor.pe.ToString() + "#" + * actor.cd.ToString() + "#" + actor.invoc.ToString() + "#" + actor.Initiative.ToString() + "#" + * actor.job1 + "#" + actor.job2 + "#" + actor.specialite1 + "#" + * actor.specialite2 + "#" + actor.TotalPoid.ToString() + "#" + actor.CurrentPoid.ToString() + * "#" + actor.Ryo.ToString() + "#" + actor.resiDotonPercent.ToString() + "#" + * actor.resiKatonPercent.ToString() + "#" + actor.resiFutonPercent.ToString() + "#" + * actor.resiRaitonPercent.ToString() + "#" + actor.resiSuitonPercent.ToString() + "#" + * actor.dodgePC.ToString() + "#" + actor.dodgePM.ToString() + "#" + actor.dodgePE.ToString() + "#" + * actor.dodgeCD.ToString() + "#" + actor.removePC.ToString() + "#" + actor.removePM.ToString() + "#" + * actor.removePE.ToString() + "#" + actor.removeCD.ToString() + "#" + actor.escape.ToString() + "#" + * actor.blocage.ToString() + "#" + _sorts + "#" + actor.resiDotonFix + "#" + actor.resiKatonFix + "#" + * actor.resiFutonFix + "#" + actor.resiRaitonFix + "#" + actor.resiSuitonFix + "#" + actor.resiFix + "#" + * actor.domDotonFix + "#" + actor.domKatonFix + "#" + actor.domFutonFix + "#" + actor.domRaitonFix + "#" + * actor.domSuitonFix + "#" + actor.domFix + "#" + actor.power + "#" + actor.powerEquiped + * "•" + quete + * "•inBattle•" + actor.spellPointLeft; */ #region reception des données du joueur qui a été selectionné dans la liste des joueurs // cmd[2] = Pseudo#ClasseName#Spirit#SpiritLvl#Pvp#village#MaskColors#Orientation#Level#map#rang#CurrentPdv#totalPdv#CurrentXP#TotalXp#doton#katon#futon#raiton#suiton#chakralvl2#chakralvl3#chakralvl4#chakralvl5#chakralvl6#usingDoton#usingKaton#usingFuton#usingRaiton#usingSuiton#equipedDoton#equipedKaton#equipedFuton#equipedRaiton#suitonEquiped#pc#pm#pe#cd#invoc#Initiative#job1#job2#specialite1#specialite2#TotalPoid#CurrentPoid#Ryo#resiDoton#resiKaton#resiFuton#resiRaiton#resiSuiton#evasion#blockage#sorts#resiDotonFix#resiKatonFix#resiFutonFix#resiRaitonFix#resiSuitonFix#resiFix#domDotonFix#domKatonFix#domFutonFix#domRaitonFix#domSuitonFix#domFix#puissance#puissanceEquiped string[] playerData = commandStrings[1].Split('#'); string actorName = playerData[0]; Enums.ActorClass.ClassName className = (Enums.ActorClass.ClassName)Enum.Parse(typeof(Enums.ActorClass.ClassName), playerData[1]); Enums.Spirit.Name spirit = (Enums.Spirit.Name)Enum.Parse(typeof(Enums.Spirit.Name), playerData[2]); int spiritLevel = int.Parse(playerData[3]); bool pvpEnabled = bool.Parse(playerData[4]); Enums.HiddenVillage.Names hiddenVillage = (Enums.HiddenVillage.Names)Enum.Parse(typeof(Enums.HiddenVillage.Names), playerData[5]); string maskColorsString = playerData[6]; string[] maskColors = playerData[6].Split('/'); int orientation = int.Parse(playerData[7]); int level = int.Parse(playerData[8]); string map = playerData[9]; Enums.Rang.official officialRang = (Enums.Rang.official)Enum.Parse(typeof(Enums.Rang.official), playerData[10]); int currentHealth = int.Parse(playerData[11]); int maxHealth = int.Parse(playerData[12]); int currentXp = int.Parse(playerData[13]); int maxXp = int.Parse(playerData[14]); int doton = int.Parse(playerData[15]); int katon = int.Parse(playerData[16]); int futon = int.Parse(playerData[17]); int raiton = int.Parse(playerData[18]); int suiton = int.Parse(playerData[19]); int chakra1Level = int.Parse(playerData[20]); int chakra2Level = int.Parse(playerData[21]); int chakra3Level = int.Parse(playerData[22]); int chakra4Level = int.Parse(playerData[23]); int chakra5Level = int.Parse(playerData[24]); int usingDoton = int.Parse(playerData[25]); int usingKaton = int.Parse(playerData[26]); int usingFuton = int.Parse(playerData[27]); int usingRaiton = int.Parse(playerData[28]); int usingSuiton = int.Parse(playerData[29]); int equipedDoton = int.Parse(playerData[30]); int equipedKaton = int.Parse(playerData[31]); int equipedFuton = int.Parse(playerData[32]); int equipedRaiton = int.Parse(playerData[33]); int equipedSuiton = int.Parse(playerData[34]); int originalPc = int.Parse(playerData[35]); int originalPm = int.Parse(playerData[36]); int pe = int.Parse(playerData[37]); int cd = int.Parse(playerData[38]); int summon = int.Parse(playerData[39]); int initiative = int.Parse(playerData[40]); string job1 = playerData[41]; string job2 = playerData[42]; string specialty1 = playerData[43]; string specialty2 = playerData[44]; int maxWeight = int.Parse(playerData[45]); int currentWeight = int.Parse(playerData[46]); int ryo = int.Parse(playerData[47]); int resiDotonPercent = int.Parse(playerData[48]); int resiKatonPercent = int.Parse(playerData[49]); int resiFutonPercent = int.Parse(playerData[50]); int resiRaitonPercent = int.Parse(playerData[51]); int resiSuitonPercent = int.Parse(playerData[52]); int dodgePc = int.Parse(playerData[53]); int dodgePm = int.Parse(playerData[54]); int dodgePe = int.Parse(playerData[55]); int dodgeCd = int.Parse(playerData[56]); int removePc = int.Parse(playerData[57]); int removePm = int.Parse(playerData[58]); int removePe = int.Parse(playerData[59]); int removeCd = int.Parse(playerData[60]); int escape = int.Parse(playerData[61]); int blocage = int.Parse(playerData[62]); string spells = playerData[63]; int resiDotonFix = int.Parse(playerData[64]); int resiKatonFix = int.Parse(playerData[65]); int resiFutonFix = int.Parse(playerData[66]); int resiRaitonFix = int.Parse(playerData[67]); int resiSuitonFix = int.Parse(playerData[68]); int resiFix = int.Parse(playerData[69]); int domDotonFix = int.Parse(playerData[70]); int domKatonFix = int.Parse(playerData[71]); int domFutonFix = int.Parse(playerData[72]); int domRaitonFix = int.Parse(playerData[73]); int domSuitonFix = int.Parse(playerData[74]); int domFix = int.Parse(playerData[75]); int power = int.Parse(playerData[76]); int equipedPower = int.Parse(playerData[77]); string quest = commandStrings[2]; bool inBattle = bool.Parse(commandStrings[3]); // ce variable est controlé dans chaque map "Start + _0_0_0" pour voir si le joueur est en combat, c'est au niveau des map que le system decoReco fonction, il faut penser a retirer ce systeme des map et de le mettre ici, voir map Start "if (CommonCode.MyPlayerInfo.instance.Event == "inBattle")" et map _0_0_0 int spellPointLeft = int.Parse(commandStrings[4]); new System.Threading.Thread((() => { // on affiche une fenetre de chargement // compteur pour voir si le temps passé est sufisant pour voir le chargement, si non on oblige le joueur a patienter le reste du temps détérminé pour l'animation qui est de 300 miliseconds Benchmark.Start(); Bmp loadingParent = new Bmp(@"gfx\general\artwork\loading\" + className + ".dat", new Point(0, 0), "__loadingParent", Manager.TypeGfx.Bgr, true, 1); loadingParent.zindex = 100; Manager.manager.GfxTopList.Add(loadingParent); // barre de chargement Bmp loadingGif = new Bmp(@"gfx\general\obj\1\loading1.dat", Point.Empty, "__loadingGif", Manager.TypeGfx.Bgr, true); loadingGif.point = new Point((ScreenManager.WindowWidth / 2) - (loadingGif.rectangle.Width / 2), ScreenManager.WindowHeight - 50); loadingParent.Child.Add(loadingGif); Txt loadingLabel = new Txt(CommonCode.TranslateText(187), Point.Empty, "__loadingLabel", Manager.TypeGfx.Top, true, new Font("Verdana", 10, FontStyle.Bold), Brushes.White); loadingLabel.point = new Point((ScreenManager.WindowWidth / 2) - (TextRenderer.MeasureText(loadingLabel.Text, loadingLabel.font).Width / 2), 610); loadingParent.Child.Add(loadingLabel); Anim LoadingSystemStart = new Anim(15, 1); for (int cnt = 0; cnt < 15; cnt++) { LoadingSystemStart.AddCell(@"gfx\general\obj\1\LoadingSystem.dat", 0, 300 + (cnt * 12), 550, 25 + (cnt * 2), 25 + (cnt * 2), 0.1F * (Convert.ToSingle(cnt)), 15); } LoadingSystemStart.AddCell(@"gfx\general\obj\1\LoadingSystem.dat", 0, 300 + (15 * 12), 550, 25 + (15 * 2), 25 + (15 * 2), 0.1F * (Convert.ToSingle(15)), 15); LoadingSystemStart.Ini(Manager.TypeGfx.Top, "__LoadingSystemStart", true); LoadingSystemStart.AutoResetAnim = false; LoadingSystemStart.Start(); loadingParent.Child.Add(LoadingSystemStart); ///////////////////////////////////////////////////////////// CommonCode.MyPlayerInfo.instance.ibPlayer = new Bmp(); CommonCode.MyPlayerInfo.instance.ibPlayer.tag = new Actor(); Actor actor = (Actor)CommonCode.MyPlayerInfo.instance.ibPlayer.tag; actor.pseudo = actorName; actor.className = className; actor.spirit = spirit; actor.spiritLevel = spiritLevel; actor.pvpEnabled = pvpEnabled; actor.hiddenVillage = hiddenVillage; actor.maskColorString = maskColorsString; actor.directionLook = orientation; actor.level = level; actor.map = map; actor.officialRang = officialRang; actor.currentHealth = currentHealth; actor.maxHealth = maxHealth; actor.currentXp = currentXp; actor.maxXp = maxXp; actor.doton = doton; actor.katon = katon; actor.futon = futon; actor.raiton = raiton; actor.suiton = suiton; // association des données des chakralvl2,3,4,5 CommonCode.chakra1Level = chakra1Level; CommonCode.chakra2Level = chakra2Level; CommonCode.chakra3Level = chakra3Level; CommonCode.chakra4Level = chakra4Level; CommonCode.chakra5Level = chakra5Level; actor.usingDoton = usingDoton; actor.usingKaton = usingKaton; actor.usingFuton = usingFuton; actor.usingRaiton = usingRaiton; actor.usingSuiton = usingSuiton; actor.equipedDoton = equipedDoton; actor.equipedKaton = equipedKaton; actor.equipedFuton = equipedFuton; actor.equipedRaiton = equipedRaiton; actor.equipedSuiton = equipedSuiton; actor.originalPc = originalPc; actor.originalPm = originalPm; actor.pe = pe; actor.cd = cd; actor.summons = summon; actor.initiative = initiative; actor.job1 = job1; actor.job2 = job2; actor.specialty1 = specialty1; actor.specialty2 = specialty2; actor.maxWeight = maxWeight; actor.currentWeight = currentWeight; actor.ryo = ryo; actor.resiDotonPercent = resiDotonPercent; actor.resiKatonPercent = resiKatonPercent; actor.resiFutonPercent = resiFutonPercent; actor.resiRaitonPercent = resiRaitonPercent; actor.resiSuitonPercent = resiSuitonPercent; actor.dodgePc = dodgePc; actor.dodgePm = dodgePm; actor.dodgePe = dodgePe; actor.dodgeCd = dodgeCd; actor.removePc = removePc; actor.removePm = removePm; actor.removePe = removePe; actor.removeCd = removeCd; actor.escape = escape; actor.blocage = blocage; string _sorts = spells; if (_sorts != "") { for (int cnt = 0; cnt < _sorts.Split('|').Length; cnt++) { string tmp_data = _sorts.Split('|')[cnt]; Actor.SpellsInformations _info_sorts = new Actor.SpellsInformations(); _info_sorts.sortID = Convert.ToInt32(tmp_data.Split(':')[0]); _info_sorts.emplacement = Convert.ToInt32(tmp_data.Split(':')[1]); _info_sorts.level = Convert.ToInt32(tmp_data.Split(':')[2]); _info_sorts.colorSort = Convert.ToInt32(tmp_data.Split(':')[3]); actor.spells.Add(_info_sorts); } } actor.resiDotonFix = resiDotonFix; actor.resiKatonFix = resiKatonFix; actor.resiFutonFix = resiFutonFix; actor.resiRaitonFix = resiRaitonFix; actor.resiSuitonFix = resiSuitonFix; actor.resiFix = resiFix; // supression des sorts s'il sont déja été affiché avant if (HudHandle.all_sorts.Child.Count > 0) { HudHandle.all_sorts.Child.Clear(); } // affichage des sorts foreach (Actor.SpellsInformations t in actor.spells) { Bmp __spell = new Bmp(@"gfx\general\obj\1\spells.dat", new Point(MMORPG.spells.spellPositions[t.emplacement].X, MMORPG.spells.spellPositions[t.emplacement].Y), "__spell", Manager.TypeGfx.Top, true, 1, SpriteSheet.GetSpriteSheet(t.sortID + "_spell", 0)); // attachement des infos du sort au tag de l'image __spell.tag = t; __spell.MouseMove += MMORPG.Battle.__spell_MouseMove; __spell.MouseOut += CommonCode.CursorDefault_MouseOut; __spell.MouseClic += MMORPG.Battle.__spell_MouseClic; HudHandle.all_sorts.Child.Add(__spell); } actor.domDotonFix = domDotonFix; actor.domKatonFix = domKatonFix; actor.domFutonFix = domFutonFix; actor.domRaitonFix = domRaitonFix; actor.domSuitonFix = domSuitonFix; actor.domFix = domFix; actor.power = power; actor.equipedPower = equipedPower; CommonCode.CurMap = actor.map; Benchmark.End(); System.Threading.Thread.Sleep(225); loadingLabel.Text = CommonCode.TranslateText(188); loadingLabel.point = new Point((ScreenManager.WindowWidth / 2) - (TextRenderer.MeasureText(loadingLabel.Text, loadingLabel.font).Width / 2), 610); ////////////////// mode designe LoadingSystemStart.Visible(false); loadingParent.Child.Remove(LoadingSystemStart); Anim LoadingSystemEnd = new Anim(15, 1); for (int cnt = 0; cnt < 15; cnt++) { LoadingSystemEnd.AddCell(@"gfx\general\obj\1\LoadingSystem.dat", 0, LoadingSystemStart.img.point.X + (cnt * 12), 550, 25 + ((15 - cnt) * 2), 25 + ((15 - cnt) * 2), 0.1F * (Convert.ToSingle(15 - cnt)), 15); } LoadingSystemEnd.Ini(Manager.TypeGfx.Top, "__LoadingSystemEnd", true); LoadingSystemEnd.AutoResetAnim = false; LoadingSystemEnd.Start(); loadingParent.Child.Add(LoadingSystemEnd); Anim LoadingGfxStart = new Anim(15, 1); for (int cnt = 0; cnt < 15; cnt++) { LoadingGfxStart.AddCell(@"gfx\general\obj\1\GrayPaletteColor.dat", 0, 300 + (cnt * 12), 550, 25 + (cnt * 2), 25 + (cnt * 2), 0.1F * (Convert.ToSingle(cnt)), 15); } LoadingGfxStart.AddCell(@"gfx\general\obj\1\paletteColor.dat", 0, 300 + (15 * 12), 550, 25 + (15 * 2), 25 + (15 * 2), 0.1F * (Convert.ToSingle(15)), 15); LoadingGfxStart.Ini(Manager.TypeGfx.Top, "__paletteColor", true); LoadingGfxStart.AutoResetAnim = false; LoadingGfxStart.Start(); loadingParent.Child.Add(LoadingGfxStart); loadingLabel.Text = CommonCode.TranslateText(189); loadingLabel.point = new Point((ScreenManager.WindowWidth / 2) - (TextRenderer.MeasureText(loadingLabel.Text, loadingLabel.font).Width / 2), 610); ///////////////// affichage des composants du tableau stats // affichage de l'avatar MenuStats.ThumbsAvatar = new Bmp(@"gfx\general\classes\" + actor.className + ".dat", new Point(15, 10), "ThumbsAvatar", Manager.TypeGfx.Top, true, 1, SpriteSheet.GetSpriteSheet("avatar_" + actor.className, 0)); MenuStats.ThumbsAvatar.tag = CommonCode.MyPlayerInfo.instance.ibPlayer.tag; CommonCode.ApplyMaskColorToClasse(MenuStats.ThumbsAvatar); MenuStats.StatsImg.Child.Add(MenuStats.ThumbsAvatar); // affichage du nom du personnage MenuStats.StatsPlayerName.Text = actor.pseudo[0].ToString().ToUpper() + actor.pseudo.Substring(1, actor.pseudo.Length - 1); // level MenuStats.StatsLevel.Text = CommonCode.TranslateText(50) + " " + actor.level; // affichage du rang général MenuStats.Rang.Text = CommonCode.officialRangToCurrentLangTranslation(actor.officialRang); // affichage du level Pvp MenuStats.LevelPvp.Text = actor.spiritLevel.ToString(); // affichage du grade Pvp if (spirit != Enums.Spirit.Name.neutral) { MenuStats.GradePvp = new Bmp(@"gfx\general\obj\2\" + actor.spirit + @"\" + MenuStats.LevelPvp.Text + ".dat", new Point(276 + (15 - Convert.ToInt16(MenuStats.LevelPvp.Text)), 2), new Size(40 + Convert.ToInt16(MenuStats.LevelPvp.Text), 20 + Convert.ToInt16(MenuStats.LevelPvp.Text)), "PlayerStats." + actor.spirit, Manager.TypeGfx.Top, true, 1); MenuStats.StatsImg.Child.Add(MenuStats.GradePvp); } // update des pdv,Pc HudHandle.UpdateHealth(); HudHandle.UpdatePc(); HudHandle.UpdatePm(); MenuStats.Flag = new Bmp(@"gfx\general\obj\1\pays_thumbs.dat", new Point(240, 8), "__Flag", Manager.TypeGfx.Top, true, 1, SpriteSheet.GetSpriteSheet("pays_" + actor.hiddenVillage + "_thumbs", 0)); MenuStats.StatsImg.Child.Add(MenuStats.Flag); MenuStats.LFlag.Text = playerData[5]; MenuStats.Fusion1.Text = CommonCode.TranslateText(75); MenuStats.Fusion2.Text = CommonCode.TranslateText(75); MenuStats.NiveauGaugeTxt.Text = CommonCode.TranslateText(50) + " " + actor.level; // NiveauGaugeRecPercent, barre de progression du niveau // calcule du pourcentage du niveau en progression int CurrentProgressLevel = actor.currentXp; int TotalProgressLevel = actor.maxXp; int PercentProgressLevel; if (TotalProgressLevel != 0) { PercentProgressLevel = (CurrentProgressLevel * 100) / TotalProgressLevel; } else { PercentProgressLevel = 100; } MenuStats.NiveauGaugeRecPercent.size.Width = (258 * PercentProgressLevel) / 100; // affichage du label progression lvl MenuStats.NiveauGaugeTxtCurrent.Text = CurrentProgressLevel + "/" + TotalProgressLevel + " (" + PercentProgressLevel + "%)"; MenuStats.NiveauGaugeTxtCurrent.point = new Point(MenuStats.NiveauGaugeRec2.point.X + (MenuStats.NiveauGaugeRec2.size.Width / 2) - (TextRenderer.MeasureText(MenuStats.NiveauGaugeTxtCurrent.Text, MenuStats.NiveauGaugeTxtCurrent.font).Width / 2), MenuStats.NiveauGaugeRec2.point.Y); // raffrechissement du text pour des mesures de changement de langue MenuStats.AffiniteElementaireTxt.Text = CommonCode.TranslateText(76); MenuStats.terreStats.Text = "(" + CommonCode.TranslateText(77) + ")"; MenuStats.FeuStats.Text = "(" + CommonCode.TranslateText(78) + ")"; MenuStats.VentStats.Text = "(" + CommonCode.TranslateText(79) + ")"; MenuStats.FoudreStats.Text = "(" + CommonCode.TranslateText(80) + ")"; MenuStats.EauStats.Text = "(" + CommonCode.TranslateText(81) + ")"; MenuStats.TerrePuissance.Text = "(" + actor.doton + "+" + actor.equipedDoton + ")=" + (actor.doton + actor.equipedDoton); MenuStats.FeuPuissance.Text = "(" + actor.katon + "+" + actor.equipedKaton + ")=" + (actor.katon + actor.equipedKaton); MenuStats.VentPuissance.Text = "(" + actor.futon + "+" + actor.equipedFuton + ")=" + (actor.futon + actor.equipedFuton); MenuStats.FoudrePuissance.Text = "(" + actor.raiton + "+" + actor.equipedRaiton + ")=" + (actor.raiton + actor.equipedRaiton); MenuStats.EauPuissance.Text = "(" + actor.suiton + "+" + actor.equipedSuiton + ")=" + (actor.suiton + actor.equipedSuiton); MenuStats.Lvl1RegleTxt.Text = CommonCode.TranslateText(82); MenuStats.Lvl2RegleTxt.Text = CommonCode.TranslateText(83); MenuStats.Lvl3RegleTxt.Text = CommonCode.TranslateText(84); MenuStats.Lvl4RegleTxt.Text = CommonCode.TranslateText(85); MenuStats.Lvl5RegleTxt.Text = CommonCode.TranslateText(86); MenuStats.Lvl6RegleTxt.Text = CommonCode.TranslateText(87); // affichage de la gauge lvl chakra selon les points MenuStats.Lvl2ReglePts.Text = CommonCode.chakra1Level.ToString(); MenuStats.Lvl3ReglePts.Text = CommonCode.chakra2Level.ToString(); MenuStats.Lvl4ReglePts.Text = CommonCode.chakra3Level.ToString(); MenuStats.Lvl5ReglePts.Text = CommonCode.chakra4Level.ToString(); MenuStats.Lvl6ReglePts.Text = CommonCode.chakra5Level.ToString(); // modification du lvl de l'utilisation de l'element CommonCode.UpdateUsingElement(Enums.Chakra.Element.doton, actor.usingDoton); CommonCode.UpdateUsingElement(Enums.Chakra.Element.katon, actor.usingKaton); CommonCode.UpdateUsingElement(Enums.Chakra.Element.futon, actor.usingFuton); CommonCode.UpdateUsingElement(Enums.Chakra.Element.raiton, actor.usingRaiton); CommonCode.UpdateUsingElement(Enums.Chakra.Element.suiton, actor.equipedSuiton); MenuStats.DotonLvl.Text = actor.usingDoton.ToString(); MenuStats.KatonLvl.Text = actor.usingKaton.ToString(); MenuStats.FutonLvl.Text = actor.usingFuton.ToString(); MenuStats.RaitonLvl.Text = actor.usingRaiton.ToString(); MenuStats.SuitonLvl.Text = actor.usingSuiton.ToString(); // bar de vie selon les pdv 11 current, 12 total int _maxHealth = actor.maxHealth; int _currentHealth = actor.currentHealth; int X = 0; if (_maxHealth != 0) { X = (_currentHealth * 100) / _maxHealth; } MenuStats.VieBar.size.Width = (236 * X) / 100; // point de vie dans Menustats MenuStats.VieLabel.Text = CommonCode.TranslateText(88); MenuStats.ViePts.Text = _currentHealth.ToString() + " / " + _maxHealth + " (" + X + "%)"; MenuStats.PC.Text = actor.originalPc.ToString(); MenuStats.PM.Text = actor.originalPm.ToString(); MenuStats.PE.Text = actor.pe.ToString(); MenuStats.CD.Text = actor.cd.ToString(); MenuStats.Invoc.Text = actor.summons.ToString(); MenuStats.Initiative.Text = actor.initiative.ToString(); MenuStats.Puissance.Text = (actor.power + actor.equipedPower).ToString(); MenuStats.DomFix.Text = actor.domFix.ToString(); MenuStats.Job1Label.Text = CommonCode.TranslateText(95) + " 1"; MenuStats.Specialite1Label.Text = CommonCode.TranslateText(96) + " 1"; MenuStats.Job2Labe1.Text = CommonCode.TranslateText(95) + " 2"; MenuStats.Specialite2Label.Text = CommonCode.TranslateText(96) + " 2"; MenuStats.PoidLabel.Text = CommonCode.TranslateText(97); int TotalPoid = actor.maxWeight; int CurrentPoid = actor.currentWeight; int PercentPoid = (CurrentPoid * 100) / TotalPoid; MenuStats.PoidRec.size.Width = (116 * PercentPoid) / 100; MenuStats.Poid.Text = CurrentPoid + " / " + TotalPoid + " (" + PercentPoid + "%)"; MenuStats.Poid.point.X = MenuStats.PoidRec.point.X + 58 - (TextRenderer.MeasureText(MenuStats.Poid.Text, MenuStats.Poid.font).Width / 2); MenuStats.Ryo.Text = CommonCode.MoneyThousendSeparation(actor.ryo.ToString()); MenuStats.resiDotonTxt.Text = actor.resiDotonPercent.ToString() + "%"; MenuStats.resiKatonTxt.Text = actor.resiKatonPercent.ToString() + "%"; MenuStats.resiFutonTxt.Text = actor.resiFutonPercent.ToString() + "%"; MenuStats.resiRaitonTxt.Text = actor.resiRaitonPercent.ToString() + "%"; MenuStats.resiSuitonTxt.Text = actor.resiSuitonPercent.ToString() + "%"; MenuStats.__esquivePC_Txt.Text = actor.dodgePc.ToString(); MenuStats.__esquivePM_Txt.Text = actor.dodgePm.ToString(); MenuStats.__retraitPC_Txt.Text = actor.removePc.ToString(); MenuStats.__retraitPM_Txt.Text = actor.removePm.ToString(); // quete // convertir la list de quete en string if (quest != "") { for (int cnt = 0; cnt < quest.Split('/').Length; cnt++) { string quete = quest.Split('/')[cnt]; Actor.QuestInformations qi = new Actor.QuestInformations(); qi.nom_quete = quete.Split(':')[0]; qi.totalSteps = Convert.ToInt16(quete.Split(':')[1]); qi.currentStep = Convert.ToInt16(quete.Split(':')[2]); qi.submited = Convert.ToBoolean(quete.Split(':')[3]); actor.Quests.Add(qi); } } // verification si le joueur été en combat pour le rediriger vers ce joueur if (inBattle) { CommonCode.MyPlayerInfo.instance.pseudo = actor.pseudo; CommonCode.MyPlayerInfo.instance.Event = "inBattle"; } actor.spellPointLeft = spellPointLeft; ///// effacement du menu loading loadingLabel.Text = CommonCode.TranslateText(190); loadingLabel.point = new Point((ScreenManager.WindowWidth / 2) - (TextRenderer.MeasureText(loadingLabel.Text, loadingLabel.font).Width / 2), 610); System.Threading.Thread.Sleep(2000); // changement de map Manager.manager.mainForm.BeginInvoke((Action)(() => { CommonCode.ChangeMap(actor.map); // affichage du hud Manager.manager.GfxTopList.Remove(loadingParent); })); //////////////////////// affichage du hud Manager.manager.mainForm.BeginInvoke((Action)(() => { //////////// menu des sorts MainForm.drawSpellStatesMenuOnce(); HudHandle.HudVisibility(true); // affichage du hud })); })).Start(); #endregion }
public void Fetch(string[] commandStrings) { #region MapData // commandStrings[1] = pseudo#classe#pvp:spirit:spiritLvl#village#MaskColors#map_position#orientation#level#action#waypoint#TotalPdv#CurrentPdv#rang | separateur entre plusieurs joueurs // pvp=0 donc mode pvp off, si pvp = 1 mode pvp on string[] playersInfos = commandStrings[1].Split('|'); foreach (string t in playersInfos) { string[] states = t.Split('#'); string actorName = states[0]; Enums.ActorClass.ClassName className = (Enums.ActorClass.ClassName)Enum.Parse(typeof(Enums.ActorClass.ClassName), states[1]); bool pvpEnabled = states[2].Split(':')[0] == "1"; Enums.Spirit.Name spirit = (Enums.Spirit.Name)Enum.Parse(typeof(Enums.Spirit.Name), states[2].Split(':')[1]); int spiritLevel = int.Parse(states[2].Split(':')[2]); Enums.HiddenVillage.Names hiddenVillage = (Enums.HiddenVillage.Names)Enum.Parse(typeof(Enums.HiddenVillage.Names), states[3]); string maskColors = states[4]; Point mapPoint = new Point(int.Parse(states[5].Split('/')[0]), int.Parse(states[5].Split('/')[1])); int orientation = int.Parse(states[6]); int level = int.Parse(states[7]); Enums.AnimatedActions.Name action = (Enums.AnimatedActions.Name)Enum.Parse(typeof(Enums.AnimatedActions.Name), states[8]); string waypoint = states[9]; int maxHealth = int.Parse(states[10]); int currentHealth = int.Parse(states[11]); // cette valeur n'est pas utilisé dans le jeu puisque le rang n'est pas encore affiché, il faut prévoir un truc pour montrer les rang de chaque joueur, ou pas si le rang dois etre caché, ptet que le rang est caché mais permet d'afficher le joueur avec un ora spécial Enums.Rang.official officialRang = (Enums.Rang.official)Enum.Parse(typeof(Enums.Rang.official), states[12]); // supprimer tout les anciennes instances qui correspond a ce joueur pour eviter un doublons ou une erreur de la part du serveur ou client s'il n'envoie pas la cmd de deconnexion du joeur au abonnés if (CommonCode.AllActorsInMap.Count(i => ((Actor)i.tag).pseudo == actorName) > 0) { Bmp allPlayers = CommonCode.AllActorsInMap.Find(f => ((Actor)f.tag).pseudo == actorName); allPlayers.visible = false; CommonCode.AllActorsInMap.Remove(allPlayers); CommonCode.AllActorsInMap.RemoveAll(i => ((Actor)i.tag).pseudo == actorName); } // affichage du personnage + position + orientation Bmp ibPlayers = new Bmp(@"gfx\general\classes\" + className + ".dat", Point.Empty, "Player_" + actorName, Manager.TypeGfx.Obj, true, 1, SpriteSheet.GetSpriteSheet(className.ToString(), CommonCode.ConvertToClockWizeOrientation(orientation))); ibPlayers.point = new Point((mapPoint.X * 30) + 15 - (ibPlayers.rectangle.Width / 2), (mapPoint.Y * 30) - (ibPlayers.rectangle.Height) + 15); ibPlayers.MouseOver += CommonCode.ibPlayers_MouseOver; ibPlayers.MouseOut += CommonCode.ibPlayers_MouseOut; ibPlayers.MouseMove += CommonCode.CursorHand_MouseMove; ibPlayers.MouseClic += CommonCode.ibPlayers_MouseClic; CommonCode.VerticalSyncZindex(ibPlayers); ibPlayers.TypeGfx = Manager.TypeGfx.Obj; Manager.manager.GfxObjList.Add(ibPlayers); ibPlayers.tag = CommonCode.MyPlayerInfo.instance.pseudo != actorName ? new Actor(actorName, level, !pvpEnabled ? Enums.Spirit.Name.neutral : spirit, className, pvpEnabled, !pvpEnabled ? 0 : spiritLevel, hiddenVillage, maskColors, orientation, action, waypoint) : CommonCode.MyPlayerInfo.instance.ibPlayer.tag; Actor actor = (Actor)ibPlayers.tag; actor.realPosition = mapPoint; actor.officialRang = officialRang; // affichage des ailles if (actor.pvpEnabled) { if (actor.spirit != Enums.Spirit.Name.neutral) { Bmp _spirit = new Bmp(@"gfx\general\obj\2\" + actor.spirit + @"\" + actor.spiritLevel + ".dat", Point.Empty, "spirit_" + ibPlayers.name, Manager.TypeGfx.Obj, false, 1); _spirit.point = new Point((ibPlayers.rectangle.Width / 2) - (_spirit.rectangle.Width / 2), -_spirit.rectangle.Height); ibPlayers.Child.Add(_spirit); Txt lPseudo = new Txt(actor.pseudo, Point.Empty, "lPseudo_" + ibPlayers.name, Manager.TypeGfx.Obj, false, new Font("Verdana", 10, FontStyle.Regular), Brushes.Red); lPseudo.point = new Point((ibPlayers.rectangle.Width / 2) - (TextRenderer.MeasureText(lPseudo.Text, lPseudo.font).Width / 2) + 5, -_spirit.rectangle.Height - 15); ibPlayers.Child.Add(lPseudo); Txt lLvlSpirit = new Txt(actor.spiritLevel.ToString(), Point.Empty, "lLvlSpirit_" + ibPlayers.name, Manager.TypeGfx.Obj, false, new Font("Verdana", 10, FontStyle.Bold), Brushes.Red); lLvlSpirit.point = new Point((ibPlayers.rectangle.Width / 2) - (TextRenderer.MeasureText(lLvlSpirit.Text, lLvlSpirit.font).Width / 2) + 2, -_spirit.rectangle.Y - (_spirit.rectangle.Height / 2) - (TextRenderer.MeasureText(lLvlSpirit.Text, lLvlSpirit.font).Height / 2)); ibPlayers.Child.Add(lLvlSpirit); Bmp village = new Bmp(@"gfx\general\obj\1\pays_thumbs.dat", Point.Empty, "village_" + actor.hiddenVillage, Manager.TypeGfx.Obj, false, 1, SpriteSheet.GetSpriteSheet("pays_" + actor.hiddenVillage + "_thumbs", 0)); village.point = new Point((ibPlayers.rectangle.Width / 2) - (village.rectangle.Width / 2), lPseudo.point.Y - village.rectangle.Height + 2); ibPlayers.Child.Add(village); } } else { Txt lPseudo = new Txt(actor.pseudo, Point.Empty, "lPseudo_" + ibPlayers.name, Manager.TypeGfx.Obj, false, new Font("Verdana", 10, FontStyle.Regular), Brushes.Red); lPseudo.point = new Point((ibPlayers.rectangle.Width / 2) - (TextRenderer.MeasureText(lPseudo.Text, lPseudo.font).Width / 2) + 5, -15); ibPlayers.Child.Add(lPseudo); Bmp village = new Bmp(@"gfx\general\obj\1\pays_thumbs.dat", Point.Empty, "village_" + actor.hiddenVillage, Manager.TypeGfx.Obj, false, 1, SpriteSheet.GetSpriteSheet("pays_" + actor.hiddenVillage + "_thumbs", 0)); village.point = new Point((ibPlayers.rectangle.Width / 2) - (village.rectangle.Width / 2), lPseudo.point.Y - village.rectangle.Height + 2); ibPlayers.Child.Add(village); } // coloriage du personnage et attachement du maskColor au personnage CommonCode.ApplyMaskColorToClasse(ibPlayers); // pointeur vers l'image ibplayer de notre joueur s'il s'agit de son personnage if (CommonCode.MyPlayerInfo.instance.pseudo == actor.pseudo) { CommonCode.MyPlayerInfo.instance.ibPlayer = ibPlayers; } // ajout du personnage dans la liste des joueurs CommonCode.AllActorsInMap.Add(ibPlayers); // lancement de l'animation de mouvement si le joueur a un waypoint if (actor.wayPoint.Count > 0) { //mouvement du personnage // thread a part Thread tAnimAction = new Thread(() => CommonCode.AnimAction(ibPlayers, actor.wayPoint, actor.wayPoint.Count > 5 ? 20 : 50)); tAnimAction.Start(); } // affectation des pdv actor.maxHealth = maxHealth; actor.currentHealth = currentHealth; } #endregion }
public void Fetch(string[] commandStrings) { Txt[] lPseudo = MMORPG.GameStates.SelectPlayer.lPseudo; Txt[] lLvlPlayer = MMORPG.GameStates.SelectPlayer.lLvlPlayer; Txt[] lLvlSpirit = MMORPG.GameStates.SelectPlayer.lLvlSpirit; Bmp[] ibPlayers = MMORPG.GameStates.SelectPlayer.ibPlayers; Bmp[] delete = MMORPG.GameStates.SelectPlayer.delete; Bmp[] village = MMORPG.GameStates.SelectPlayer.village; #region liste les joueurs que le joueur a crée string[] players = commandStrings[1].Split('|'); for (int cnt = 0; cnt < players.Length; cnt++) { // pseudo,level,spirit,classe,pvp,spiritLvl,village,MaskColors,null,null string[] states = players[cnt].Split('#'); string actorName = states[0]; int level = int.Parse(states[1]); Enums.Spirit.Name spirit = (Enums.Spirit.Name)Enum.Parse(typeof(Enums.Spirit.Name), states[2]); Enums.ActorClass.ClassName actorClass = (Enums.ActorClass.ClassName)Enum.Parse(typeof(Enums.ActorClass.ClassName), states[3]); bool pvpEnabled = Convert.ToBoolean(Convert.ToInt16(states[4])); int spiritLevel = int.Parse(states[5]); Enums.HiddenVillage.Names hiddenVillage = (Enums.HiddenVillage.Names)Enum.Parse(typeof(Enums.HiddenVillage.Names), states[6]); string maskColorsString = states[7]; // states 8 + 9 not used lPseudo[cnt].Text = actorName; ibPlayers[cnt].Child.Add(lPseudo[cnt]); lLvlPlayer[cnt].Text = CommonCode.TranslateText(50) + " " + level; ibPlayers[cnt].Child.Add(lLvlPlayer[cnt]); ibPlayers[cnt].ChangeBmp(@"gfx\general\classes\" + actorClass + ".dat", SpriteSheet.GetSpriteSheet(actorClass.ToString(), 0)); Manager.manager.GfxObjList.Add(ibPlayers[cnt]); ibPlayers[cnt].tag = new Actor(actorName, level, spirit, actorClass, pvpEnabled, spiritLevel, hiddenVillage, maskColorsString, 0, Enums.AnimatedActions.Name.idle, "null"); //////// alignement neutral ou ange ou demon if (spirit != Enums.Spirit.Name.neutral) { Bmp spiritBmp = new Bmp(@"gfx\general\obj\2\" + spirit + @"\" + spiritLevel + ".dat", new Point(0, 0), "spirit." + actorName, Manager.TypeGfx.Obj, true, 1); spiritBmp.point = new Point((ibPlayers[cnt].rectangle.Width / 2) - (spiritBmp.rectangle.Width / 2), -spiritBmp.rectangle.Height); ibPlayers[cnt].Child.Add(spiritBmp); lLvlPlayer[cnt].point = new Point((ibPlayers[cnt].rectangle.Width / 2) - ((TextRenderer.MeasureText(lLvlPlayer[cnt].Text, lLvlPlayer[cnt].font).Width) / 2), -spiritBmp.rectangle.Height - 15); lPseudo[cnt].point = new Point((ibPlayers[cnt].rectangle.Width / 2) - (TextRenderer.MeasureText(lPseudo[cnt].Text, lPseudo[cnt].font).Width / 2) + 5, lLvlPlayer[cnt].point.Y - 15); lLvlSpirit[cnt].Text = spiritLevel.ToString(); lLvlSpirit[cnt].point = new Point((ibPlayers[cnt].rectangle.Width / 2) - (TextRenderer.MeasureText(lLvlSpirit[cnt].Text, lLvlSpirit[cnt].font).Width / 2) + 2, -spiritBmp.rectangle.Y - (spiritBmp.rectangle.Height / 2) - (TextRenderer.MeasureText(lLvlSpirit[cnt].Text, lLvlSpirit[cnt].font).Height / 2)); ibPlayers[cnt].Child.Add(lLvlSpirit[cnt]); if (pvpEnabled) { Bmp PvpOn = new Bmp(@"gfx\map\SelectPlayer\obj\1.dat", new Point(ibPlayers[cnt].point.X + (ibPlayers[cnt].rectangle.Width / 2) - 24, ibPlayers[cnt].point.Y + ibPlayers[cnt].rectangle.Height + 30), "PvpOn", Manager.TypeGfx.Obj, true, 1); PvpOn.point = new Point((ibPlayers[cnt].rectangle.Width / 2) - (PvpOn.rectangle.Width / 2), ibPlayers[cnt].rectangle.Height + 30); ibPlayers[cnt].Child.Add(PvpOn); } } else { lLvlPlayer[cnt].point = new Point((ibPlayers[cnt].rectangle.Width / 2) - ((TextRenderer.MeasureText(lLvlPlayer[cnt].Text, lLvlPlayer[cnt].font).Width) / 2), -20); lPseudo[cnt].point = new Point((ibPlayers[cnt].rectangle.Width / 2) - ((TextRenderer.MeasureText(states[0], lPseudo[cnt].font).Width) / 2) + 2, -35); } village[cnt] = new Bmp(@"gfx\general\obj\1\pays_thumbs.dat", new Point(0, 0), "village " + hiddenVillage, Manager.TypeGfx.Obj, true, 1, SpriteSheet.GetSpriteSheet("pays_" + hiddenVillage + "_thumbs", 0)); village[cnt].point = new Point((ibPlayers[cnt].rectangle.Width / 2) - (village[cnt].rectangle.Width / 2), lPseudo[cnt].point.Y - village[cnt].rectangle.Height); ibPlayers[cnt].Child.Add(village[cnt]); // coloriage du personnage CommonCode.ApplyMaskColorToClasse(ibPlayers[cnt]); delete[cnt].point = new Point((ibPlayers[cnt].rectangle.Width / 2) - (delete[cnt].rectangle.Width / 2), village[cnt].point.Y - 20); delete[cnt].visible = true; ibPlayers[cnt].name = actorName; } #endregion }
public void Fetch(string[] commandStrings) { #region // connexion d'un joueur // pseudo#classe#pvp:spirit:spiritLvl#village#MaskColors#map_position#orientation#level#action#waypoint - separateur entre plusieurs joueurs // pvp=0 donc mode pvp off, si pvp = 1 mode pvp on string[] data = commandStrings[1].Split('#'); string playerName = data[0]; Enums.ActorClass.ClassName className = (Enums.ActorClass.ClassName)Enum.Parse(typeof(Enums.ActorClass.ClassName), data[1]); bool pvpEnabled = bool.Parse(data[2].Split(':')[0]); Enums.Spirit.Name spirit = (Enums.Spirit.Name)Enum.Parse(typeof(Enums.Spirit.Name), data[2].Split(':')[1]); int spiritLevel = int.Parse(data[2].Split(':')[2]); Enums.HiddenVillage.Names hiddenVillage = (Enums.HiddenVillage.Names)Enum.Parse(typeof(Enums.HiddenVillage.Names), data[3]); string maskColorsString = data[4]; string[] maskColors = maskColorsString.Split('/'); Point mapPosition = new Point(Convert.ToInt16(data[5].Split('/')[0]), Convert.ToInt16(data[5].Split('/')[1])); int directionLook = int.Parse(data[6]); int level = int.Parse(data[7]); Enums.AnimatedActions.Name animatedAction = (data[8] != "") ? (Enums.AnimatedActions.Name)Enum.Parse(typeof(Enums.AnimatedActions.Name), data[8]) : Enums.AnimatedActions.Name.idle; string waypoint = data[9]; // verifier si le personnage est deja present pour ne pas créer un doublons, si par erreur le serveur n'envoie pas une cmd de deconnexion du client ou SessionZero if (CommonCode.AllActorsInMap.Exists(f => ((Actor)f.tag).pseudo == playerName && ((Actor)f.tag).pseudo != CommonCode.MyPlayerInfo.instance.pseudo)) { Bmp tmpBmp = CommonCode.AllActorsInMap.Find(f => ((Actor)f.tag).pseudo == playerName); tmpBmp.visible = false; Manager.manager.GfxObjList.RemoveAll(f => f != null && f.GetType() == typeof(Bmp) && f.Tag() != null && f.Tag().GetType() == typeof(Actor) && ((Actor)f.Tag()).pseudo == playerName); CommonCode.AllActorsInMap.Remove(CommonCode.AllActorsInMap.Find(f => ((Actor)f.tag).pseudo == playerName)); } // affichage du personnage + position + orientation Bmp ibPlayers = new Bmp(@"gfx\general\classes\" + className + ".dat", Point.Empty, "Player_" + playerName, 0, true, 1, SpriteSheet.GetSpriteSheet(className.ToString(), CommonCode.ConvertToClockWizeOrientation(directionLook))); ibPlayers.MouseOver += CommonCode.ibPlayers_MouseOver; ibPlayers.MouseOut += CommonCode.ibPlayers_MouseOut; ibPlayers.MouseMove += CommonCode.CursorHand_MouseMove; ibPlayers.MouseClic += CommonCode.ibPlayers_MouseClic; Manager.manager.GfxObjList.Add(ibPlayers); // attachement des données ibPlayers.tag = new Actor(playerName, level, !pvpEnabled ? Enums.Spirit.Name.neutral : spirit, className, pvpEnabled, !pvpEnabled ? 0 : spiritLevel, hiddenVillage, maskColorsString, directionLook, animatedAction, waypoint); Actor pi = (Actor)ibPlayers.tag; pi.realPosition = mapPosition; CommonCode.AdjustPositionAndDirection(ibPlayers, new Point(mapPosition.X * 30, mapPosition.Y * 30)); CommonCode.VerticalSyncZindex(ibPlayers); // affichage des ailles if (pi.pvpEnabled) { if (pi.spirit != Enums.Spirit.Name.neutral) { Bmp spiritBmp = new Bmp(@"gfx\general\obj\2\" + pi.spirit + @"\" + pi.spiritLevel + ".dat", Point.Empty, "spirit_" + ibPlayers.name, Manager.TypeGfx.Obj, false, 1); spiritBmp.point = new Point((ibPlayers.rectangle.Width / 2) - (spiritBmp.rectangle.Width / 2), -spiritBmp.rectangle.Height); ibPlayers.Child.Add(spiritBmp); Txt lPseudo = new Txt(pi.pseudo, Point.Empty, "lPseudo_" + ibPlayers.name, Manager.TypeGfx.Obj, false, new Font("Verdana", 10, FontStyle.Regular), Brushes.Red); lPseudo.point = new Point((ibPlayers.rectangle.Width / 2) - (TextRenderer.MeasureText(lPseudo.Text, lPseudo.font).Width / 2) + 5, -spiritBmp.rectangle.Height - 15); ibPlayers.Child.Add(lPseudo); Txt lLvlSpirit = new Txt(pi.spiritLevel.ToString(), Point.Empty, "lLvlSpirit_" + ibPlayers.name, Manager.TypeGfx.Obj, false, new Font("Verdana", 10, FontStyle.Bold), Brushes.Red); lLvlSpirit.point = new Point((ibPlayers.rectangle.Width / 2) - (TextRenderer.MeasureText(lLvlSpirit.Text, lLvlSpirit.font).Width / 2) + 2, -spiritBmp.rectangle.Y - (spiritBmp.rectangle.Height / 2) - (TextRenderer.MeasureText(lLvlSpirit.Text, lLvlSpirit.font).Height / 2)); ibPlayers.Child.Add(lLvlSpirit); Bmp village = new Bmp(@"gfx\general\obj\1\pays_thumbs.dat", Point.Empty, "village_" + pi.hiddenVillage, Manager.TypeGfx.Obj, false, 1, SpriteSheet.GetSpriteSheet("pays_" + pi.hiddenVillage + "_thumbs", 0)); village.point = new Point((ibPlayers.rectangle.Width / 2) - (village.rectangle.Width / 2), lPseudo.point.Y - village.rectangle.Height + 2); ibPlayers.Child.Add(village); } } else { Txt lPseudo = new Txt(pi.pseudo, Point.Empty, "lPseudo_" + ibPlayers.name, Manager.TypeGfx.Obj, false, new Font("Verdana", 10, FontStyle.Regular), Brushes.Red); lPseudo.point = new Point((ibPlayers.rectangle.Width / 2) - (TextRenderer.MeasureText(lPseudo.Text, lPseudo.font).Width / 2) + 5, -15); ibPlayers.Child.Add(lPseudo); Bmp village = new Bmp(@"gfx\general\obj\1\pays_thumbs.dat", Point.Empty, "village_" + pi.hiddenVillage, Manager.TypeGfx.Obj, false, 1, SpriteSheet.GetSpriteSheet("pays_" + pi.hiddenVillage + "_thumbs", 0)); village.point = new Point((ibPlayers.rectangle.Width / 2) - (village.rectangle.Width / 2), lPseudo.point.Y - village.rectangle.Height + 2); ibPlayers.Child.Add(village); } // coloriage selon le MaskColors if (maskColors[0] != "null") { Color tmpColor = Color.FromArgb(Convert.ToInt16(maskColors[0].Split('-')[0]), Convert.ToInt16(maskColors[0].Split('-')[1]), Convert.ToInt16(maskColors[0].Split('-')[2])); CommonCode.SetPixelToClass(className, tmpColor, 1, ibPlayers); } if (maskColors[1] != "null") { Color tmpColor = Color.FromArgb(Convert.ToInt16(maskColors[1].Split('-')[0]), Convert.ToInt16(maskColors[1].Split('-')[1]), Convert.ToInt16(maskColors[1].Split('-')[2])); CommonCode.SetPixelToClass(className, tmpColor, 2, ibPlayers); } if (maskColors[2] != "null") { Color tmpColor = Color.FromArgb(Convert.ToInt16(maskColors[2].Split('-')[0]), Convert.ToInt16(maskColors[2].Split('-')[1]), Convert.ToInt16(maskColors[2].Split('-')[2])); CommonCode.SetPixelToClass(className, tmpColor, 3, ibPlayers); } // ajout du joueur dans la liste des joueurs CommonCode.ApplyMaskColorToClasse(ibPlayers); CommonCode.AllActorsInMap.Add(ibPlayers); #endregion }